Heroes of Light
It is Year 296 of the Age of Peaceful Light, and for three centuries the continent of Grath has known no strife. From the northern Alvoran Empire, to the Free Kingdoms of the southern plains and coasts, to the scattered eastern islands, all the people of the lands have enjoyed the blessing of the four crystals for centuries. Their power is almost beyond human understanding, but even glimpses of their light allow wise sages and learned scholars the knowledge to prevent disease, ward off curses and other dark arts, and even predict the weather for weeks to come. With one of the crystals within the borders of each of the major powers, few men have worried of any great danger or wanted for any great need. But such times cannot last forever.
More roads to Alvora close with each passing week, its borders growing increasingly difficult to cross for reasons unexplained. Merchants and travelers returning from the north speak of stricter laws and curfews, and far more military presence than has been known since the age of peace began. Wary of aggression from the unified empire, the Free Kingdoms do not stand idle, and many lords call for conscription to prepare for the worst. Graver still, the kingdoms do not stand as one. Doubting their combined strength against the empire, certain nations have begun ousting all foreigners from their lands, withdrawing from the world’s affairs altogether. Critics are quick to call the rulers of such lands mad, insisting that neutrality would not save them from invasion, but they are met with insults or silence in return.
To make matters worse, the great bridge linking the mainland of Grath to the largest of the eastern islands has been destroyed not two weeks past. A great serpent of the sort that lives far and deep in the eastern sea surfaced without warning from the crystals, sinking a great many ships with its presence, and assaulted the great bridge with what could only be malice. The bridge was reduced to rubble in mere hours, and the leviathan still lurks near the island, making travel to and from the mainland nearly impossible.
Despite the turmoil spreading across the land, the crystals remain as they always have. Every seventeen years, one of the crystals takes on a radiant shine and grants further blessings to four chosen heroes christened the “Warriors of Light” by the Church of the Dawn’s Light. This year, and in fact this very day, is the time for the next Warriors of Light to be chosen. The Empire’s borders are all but closed and only the smallest handful of the eastern islands are safe to travel from, but all the same countless pilgrims have traveled across Grath to reach the Regency of the Dawn, where the Crystal of Wind lies. Many scholars and attendants of the Crystal of Wind hope that these Warriors of Light will be the ones to lead Grath through the coming darkness and back into the light of calm, but not all are so optimistic…
Nations and States of Grath
The story will begin in the Radiant Cathedral of Wind, the oldest and largest church to be found in the Regency of Dawn. You are part of a group of children and young adults, in the range of 12-20 years of age, brought from across Grath to stand before the crystal. You can be from any of the regions described above, and if you wish, feel free to create your own Free Kingdom, Eastern island, or random small town.
Character Creation
Heroes of Light uses a Job System like the one found in FFIII, FFV, Bravely Default, and the Tactics games. Initially creating your character is as simple as handing in a backstory, a description or faceclaim, and your chosen starting Job. Customization comes later, with the jobs and abilities you choose to train as you level up. The available starting Jobs are Freelancer, Fighter, Rogue, Magus, Cleric, and Scholar.
Statistics
Health Points(HP): The amount of health you have. Hitting 0 will render you unconscious in most circumstances.
Magic Points(MP): Used for casting spells. You regenerate 1 per turn in most circumstances.
Strength(STR): Your physical strength. Affects the damage done by most weapons, physical skills, and certain spells.
Vitality(VIT): Physical toughness. Increases your defense by half of its value and determines resistance to physical status ailments like Poison or Immobilize.
Magic Power(POW): Your skill at the manipulation of magic. Determines the power of most spells and certain skills and weapons.
Spirit(SPR): Your strength of will. Increases your magic defense by half its value, and determines resistance to non-physical status ailments like Fear or Curse.
Speed(SPD): Your reaction time and general speed. Determines turn order and may allow multiple hits with light weapons such as knives.
Jobs
As mentioned above, six jobs are available for selection at the beginning of the RP. As well as experience points, you will earn ability points(AP) from killing enemies and clearing challenges that will increase your Job Level and unlock new abilities. You may change your job at any point after hitting Job Level 1, as long as you meet the requirements for your new job. There are a number of upgraded jobs such as White Mage, Black Mage, or Knight that will not be unlocked until at least reaching Job Level 3 in their base job. You can also equip the skillset of one other job you have that is at least Rank 3. Stats will be solely determined by your character level and equipped job, previous jobs and job levels have no effect.
Freelancer
A basic combat job, focused mainly towards offense. Freelancer can wield all weapon types and medium armor, begins with the skill Cheer, and unlocks Fencer and Dragoon as well as other jobs. Freelancer does not directly upgrade into any other job.
22 HP, 10 MP, 8 STR, 6 VIT, 6 POW, 4 SPR, 4 SPD
Cheer: For the rest of the battle, boost the stats of your party by 1.
Fighter
A basic combat job, leaning more towards durability. Fighter can wield all weapon types as well as shields and heavy armor, begins with the skill Guard, upgrades into Knight at Job Level 3, and unlocks Berserker as well as other jobs.
28 HP, 5 MP, 6 STR, 8 VIT, 3 POW, 5 SPR, 3 SPD
Guard: Defending is more effective. You take 1/4 instead of 1/2 damage and heal more HP.
Rogue
A basic combat job, leaning more toward offense with some utility. Rogue can wield a variety of one-handed weapons such as knives, most swords, and guns, as well as bows, and they can wear medium armor. It begins with the skill Sneak, upgrades into Thief at Job Level 3, and unlocks Archer as well as other jobs.
20 HP, 6 MP, 6 STR, 5 VIT, 4 POW, 3 SPR, 6 SPD
Sneak: Duck out of sight, allowing a guaranteed hit and critical for double damage on your next attack. Also usable outside combat.
Magus
A basic magic job, leaning more towards offense. Magus can wield magical weapons such as books and staves, as well as knives, and they can wear robes. It begins with the spell Fire, upgrades into Black Mage at Job Level 3, and unlocks Elementalist as well as other jobs.
18 HP, 20 MP, 2 STR, 3 VIT, 9 POW, 4 SPR, 4 SPD
Fire: Close-medium range. Deals 1.5x your POW in Fire damage to one target. May set certain things on fire. 3 MP.
Cleric
A basic magic job, leaning more towards healing and defense. Cleric can wield magical weapons such as books and staves, as well as hammers, and they can wear robes. It begins with the spell Cure, upgrades into White Mage at Job Level 3, and unlocks Summoner as well as other jobs.
20 HP, 16 MP, 4 STR, 4 VIT, 8 POW, 6 SPR, 5 SPD
Cure: Close-Medium range. Restores HP to one target equal to twice your POW, or 2/3 of your POW to the party. 5 MP.
Scholar
A basic magic job, leaning more towards offense and utility. Scholar can wield magical weapons such as books and staves, as well as knives, and they can wear robes. It begins with the spell Ruin, upgrades into Arcanist at Job Level 3, and unlocks Time Mage as well as other jobs.
17 HP, 20 MP, 3 STR, 6 VIT, 8 POW, 6 SPR, 3 SPD
Ruin: Close-Medium range. Deals 1.5x your POW in physical damage to one target. Can also be used to push things around. 3 MP.
Combat will remain simple. There will be no hard ranges or distances, these will be covered by the following ranges: Close, for melee attacks, Medium, for short-ranged weapons and most spells, Far, for long ranged attacks like guns, and Away, for targets outside any effective range. During your turn, you may move one range category towards or away from any enemies, as well as take one action either before or after. Incoming attacks will be reduced by an amount equal to the target's defense(or magic defense). You may choose to defend on your turn instead of taking any action, which restores one extra MP and a small amount of HP as well as halving incoming damage.
Dungeons, rather than forcing you into long treks through custom maps that you will never finish, will be streamlined. For each section or floor of a dungeon, the team will choose a speed(Quick, Standard, Slow) and a focus(Training, Exploration, Progressing) to tackle the area. You can also give restriction such as "no using items", if you want. Dungeon crawling will be broken up by Encounters which must be played normally, which could be battles, puzzles, or just looting a treasure room.
As tradition demands, there can only be four Warriors of Light, and I will take no more. Since there isn't much to do in the way of character creation, I will take whoever I think will make the most interesting party.